tyrannosaurus rex
Unwanted
- Joined
- Jan 19, 2014
- Messages
- 3,059
This is awesome.
Bullshit.EDIT: It also bears mention that it seems that there are NO level 1 Forts all over Europe, only all capitals have a free level 1 Fort. All other Forts cost money.
Check the diary again. ONLY capital provinces will have free forts. To me this suggests that 0 fort will be the new default, and only certain other provinces will have preset forts in history files due to the fact that 1->X forts every province will be deleterious as a strategy.Bullshit.EDIT: It also bears mention that it seems that there are NO level 1 Forts all over Europe, only all capitals have a free level 1 Fort. All other Forts cost money.
Firstly, how does that make any sense at all?Swedish Jew said:Secondly, you can not walk past a fortress and its zone of control, as you have to siege down the blocking fort first.
It made even less sense how previously you had your armies run off vast distances inland into enemy territory, and chasing after stacks. I'd say this change is pure incline. At the very least it will force an attacker to conserve their strength more carefully instead of the old decisive battle -> whack-a-stack approach, AND it will mean fort provinces can be designed around being attrition zones meaning you just can't skip sieging in those desert/mountain/swamp chokepoints this time around.Firstly, how does that make any sense at all?Swedish Jew said:Secondly, you can not walk past a fortress and its zone of control, as you have to siege down the blocking fort first.
Secondly: defeat enemy army -> it retreats behind a fort -> while you're sieging, it recovers both morale and numbers and/or recruits more units -> comes back. Rinse, repeat ad nauseam?
From what I've read, popping moles is still there - you'll just have to sit around forts with both thumbs up your bum as a bonus, waiting for the enemy to gather more moles.It made even less sense how previously you had your armies run off vast distances inland into enemy territory, and chasing after stacks. I'd say this change is pure incline. At the very least it will force an attacker to conserve their strength more carefully instead of the old decisive battle -> whack-a-stack approach, AND it will mean fort provinces can be designed around being attrition zones meaning you just can't skip sieging in those desert/mountain/swamp chokepoints this time around.
Supply line. You can't suuply army if there is an enemy castle in the way.Firstly, how does that make any sense at all?Swedish Jew said:Secondly, you can not walk past a fortress and its zone of control, as you have to siege down the blocking fort first.
1. Realistically: In the way of what? Forts were miniscule spots on a map, and not every road went through them. Suggesting there would be no way around them is ludicrous.You can't suuply army if there is an enemy castle in the way.Firstly, how does that make any sense at all?Swedish Jew said:Secondly, you can not walk past a fortress and its zone of control, as you have to siege down the blocking fort first.
So why can't you leave 10K of yours to keep the garrison cooped up and move on with the rest of your army?If said fort has a standing garrison of several thousand men, it's more than capable of disrupting your supply lines.
For the most of the game the concept of supply lines was largely meaningless. Armies were expected to supply themselves through good-old rape and pillaging of the locals, hence why the 30 years war killed nearly half of the germans. It wouldn't really become a huge part of warfare until the Napoleonic era, and his army starved invading Russia nonetheless.
And this is NOT a bad thing in itself.EU4 is full of cutting corners and unrealistic gamism.
Generally, yes, but partucularly in EU4 a lot of stuff is too artificial and counter-intuitive. King mana, 5+ different types of dependant territories with own rules for each, coring and overextension, fixed trade net and trade nodes, etc.And this is NOT a bad thing in itself.EU4 is full of cutting corners and unrealistic gamism.
I look at this from a perspective of game functionality, and while I do think that monarch power has far too much of an arbitrary random factor involved, for the most part the key thing is that the rules (and that's what these things are, rules of the game) operate in a very clear and internally consistent manner. Trade network in particular is a notable improvement over the previous trade system in EU3 as it does involve a certain degree of increased thinking and strategic opportunity than the prior system based on hoarding, thanks to the way cashflow can be directed and manipulated to destinations (though I do agree that the end nodes are too tightly clustered together). And it's certainly a better game mechanic than the invisible pool that the market is in Vicky or Supreme Ruler.Generally, yes, but partucularly in EU4 a lot of stuff is too artificial and counter-intuitive. King mana, 5+ different types of dependant territories with own rules for each, coring and overextension, fixed trade net and trade nodes, etc.And this is NOT a bad thing in itself.EU4 is full of cutting corners and unrealistic gamism.
Admin and diplo mana can always be converted into more provinces.A lot of people on the PDX forums are complaining about an overall lack of Monarch mana points. I only ever experience this as an issue until my nation becomes wealthy enough to support level 3 advisors with western tech, at which point I'm pretty much swarming with administrative power. Does your experience mirror mine?